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oliie

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Everything posted by oliie

  1. oliie

    Wristwatch

    I know it may sound like a stupid question but is the wristwatch used in the game (when you press O) modeled after a real life existing one? I'd really like to know what watch is that. Same question goes to ArmAII watch so if anyone knows that one as well, would be great to let me know.
  2. oliie

    ruPal AK holding

    It would actually be pretty cool if the animation changed based on whether you have the combat pace on. Basically, the mag grab would be for combat pace on (for CQB) and the regular would be for combat pace off (regular medium-long range engagements).
  3. Laxemann, is it possible that you could make it a little bit more like in Bad Company 1? Here's the vid that showcases it https://youtu.be/ATNsEtJI65g?t=3m6s Basically, what I mean is that the rear iron sight isn't static but actually slightly shakes (or maybe vibrates is a better word). It could be at all times, or maybe only under fatigue? What do you think?
  4. oliie

    SR-25/EC Release!

    Hi Kiory! If you're still looking for sounds I have some decent ones. Free. Suppressed shots included.
  5. oliie

    JSRS3: DragonFyre

    Nice mod, but I have some questions 1. Are the gun mechanisms supposed to be heard in 3p view or is it something wrong on my side? 2. The supersonic crack cone is very wide, basically standing anywhere that's on the "dangerous" side of the muzzle seems to sound as it the shots were going directly at you and at the exact same volume regardless of distance. Is this intended or just a bug?
  6. oliie

    Russians

    Sudden, would you be interested in some better custom sounds for your guns? PM me if you are interested.
  7. I've been looking for more than an hour through A3 files in order to find the plane/heli countermeasure flares sound (I intend to replace it) but can't find it anywhere. Can somebody help me out?
  8. oliie

    Russians

    Any chance on adding PP-2000?
  9. oliie

    Sham's M16A4 Pack Port

    Hey Sham, can you make the m16a4 texture less dark? Right now it's pitch black.
  10. I also get the error. Can you update the mission for the beta?
  11. It probably might be closed due to breaking law but I think only in case this was genuine stealing of some commercial work on which someone has intended to be making money. Like if you ripped another game's model. But I don't think it should be a problem with youtube. Again, so long as the original author didn't put any restrictions on use or doesn't want it taken down. And if you're not making money off someone else's creation without permission it's not really breaking law. If modders mod for free and share their work also for free, then the resources are severely limited and I'd say youtube is one important place to get things. I mean if you think about it, then the whole modding thing is in most cases breaking the law. If you make an M4 you're technically breaking a law unless you pay Colt for the license to use it in the game or rename it and change some things in the model. Yet we see models of real guns and vehicles. Do their manufacturers care about it? No.
  12. I've already seen a lot of mods taking content from youtube videos and I'm sure almost all of them took it without proper permission. Why would it be a problem if you see a video of some rifle firing and decide to use the shots in your mod? It's not like you're claiming it your own or making money from it. I think in most cases simply crediting the person who made that thing would be enough. Unless a specific restriction of not using it anywhere without permission was made or the person wishes that the modder removes it, it should be all good.
  13. May I ask why ripping from youtube isn't ok? I mean, so long as you're not ripping some sounds that are specifically forbidden from being used in mods or whatever, I don't see why would that cause any copyright problems.
  14. Basically, what I would want to do is to be able to somehow lock the camera to the side in freelook mode (alt button) and be able to control my soldier while still seeing him from the side. The camera doesn't have to move with him, but I need to control the soldier myself. Is it possible to do this? Fix the camera to some place but retain control over the character?
  15. oliie

    M16A4 Example

    How about doing it like in Project Reality? Normally the gun would be held more or less like it is now, but once you aim down the sights, the hand moves onto the receiver. Would that be possible to do?
  16. Alright, I tested it and here's my feedback: * the wooden texture seems a little too bright and orangey, and also low res * what about the texture for metal? Some black coating would do nice. I think even matte will do. * the sounds are somewhat low quality. I've actually checked inside the .pbo and it seems that only the 3rd shot is low quality and the game for some reason plays only this one. The first 2 are good, but they seem to be not included in the rotation. The ping sound is also low quality and hardly audible.
  17. oliie

    CRG Vector SMG [Alpha]

    It's a nice gun, with nice sounds, but it should have a faster fire rate and less recoil. Similar to here
  18. Whoops, I guess my mistake on this one. I never dealt with a real garand. Rising Storm mod made me think (well since it's supposed to be realistic) that everytime clip ejects it makes the ping sound. As it is shown here Anyway, I still think that adding it to the reload is the way to go. Most of games do it this way.
  19. But then there would be no ping on reloading mid-clip (non-empty). The best thing would be to force auto-reload after expending whole clip somehow. For now I'd say the ping should be in the reload sound and we'll just have to assume that this M1 doesn't auto-eject the clip after last shot.
  20. M14 would be great. You get the look of a garand and the proper ability to add attachments as well as have it easier with the reloading animation.
  21. It has no texture? Or at least no wood texture. The ping sound might be added to the reloading animation, which wouldn't be entirely realistic, but given the limitations would be alright for now. Will you possibly consider making an M14?
  22. One more thing, the ACO doesn't quite work with it (the gun is strangely tilted when aiming down the sight). Not sure about other sights.
  23. Why are the shots so silent?
  24. oliie

    Enhanced movement and more

    You probably misunderstood me. I'm not trying to teach you anything or force you to anything. Yes, I have almost no experience with modding sound in ArmA nor how it's engine works. But I'm just trying to help you and suggest something, perhaps a workaround or another solution, based on what I learned about how does Frostbite engine handle it. I'm just trying to offer my help here. Another thing is - those thing have been proven to more or less work in ArmA2, so there must be a way to make it work here too. It is said that the EAX is responsible for handling this in many games, but Battlefield BC/3 gets it without it, so it might use some other kind of a way that might work for ArmA. As far as I remember, it was one of FB's features that was doing some stuff to the sound that allowed for that. But then again, I remember that in ArmA2 the speed of sound also mattered (difference in distance resulted in different times between seeing the explosion and hearing it) so the sound engine may after all not limit stuff like that so much. But, again, I'm not sure of anything with this engine at all so excuse me if this is wrong.
  25. oliie

    Enhanced movement and more

    Do you mean that it would work for the player and his gun but not for the other units? But then, it makes me wonder how did LJ manage to make the game play a different sound for different distance, as well as play the mechanism sound in 1p and not play it in 3p. And the interior sound. If you mean that there would be a problem with the reflections for other units in a directional manner, there might be another way. If you could manage to get something like LJ did that plays different sound for different distance, that would be it. No playing anything on top of anything, but just playing a single far-off-shot sample. Moreover, it's worth noting that how Battlefield (and how it's in real life) handles it is that the reflection of all other shots is actually dependent on where you are. For example if you're in a building, and there are some shots outside, you will still hear an indoor reflection. Which basically means that you'd only have to handle what player hears, and not what other players play. Or might be done the more manual way, which would mean simply adding the reflection to a shot's audio file, and creating a shot sound for every environment. This would make it play only one sound at once, and nothing on top of it.
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